Skinned MeshParts are live!

Unfortunately, this effort is not going well. I was worried. I debugged as best as possible, and the model imports. However, I am running into a gauntlets of problems

I have:

  1. Joined 2 rigs in blender, to create a combined rig. (Note there are 99 vertex groups/bones)
  2. eliminated enough meshes to get under 50k triangles. It imports, so its not an issue of size.
  3. You would think this is a Custom Rig, but the custom rig gets to the S15 portion (the rider) and gives up. Imported under R15, I get a Custom Rig warning, but the full rig loads anyway.
  4. Now I’m running into classic deformation errors, animation loading issues.


(This is a Custom Rig import)


(This is an R15 Rig import. This looks correct, even after the warning.)


Animation editor with “good” rig.

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OK, solved. This deformation and displacement was human error. Apparently, I was taking precautions, accepting all scale and rotation settings in blender while auto-keyframing and while the animation was playing. I added so many random transformations… after manually deleting hundreds of scale animations, everything started to work again.

It does look like R15 is the superior import method. Even after the above fix, custom rig was still malfunctioning. Now its time to add back in all the missing mesh and start coding!


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Are there any plans to make the skinned mesh’s collide box accurate to the bone movement?

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What exactly are the use cases for this? Usually, you can just have a box “welded” to a bone to act as a hitbox.

Mainly for physics. I have big creatures in my game, I’d like for the players to be able to interact with it and climb its slopes and such. Even then, it’d be nice to not have to work around the huge box as attaching a part to the bone is just a workaround…

It seems the fix affecting the flickering bugs is still being tinkered with. I’ve gone from completely fixed, to mostly fixed, and this afternoon I’m back to where we were at before this fix.

Should we be reporting new flickering, or just ride it out?

We’re aware of this. Unfortunately, the fix sometimes causes other problems, but we’re working hard to get it working in all experiences. This is one of our top priorities, thanks for your patience!

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when are we allowed to resize the bone ive been waiting for this for so long (i want to make squash and stretch animation using the size property) :man_facepalming:

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Only time will tell, by that time its advised to be patient.

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aight i will find another way to make my animation looks satisfying :grinning:

There is a way to make a squash animation without resizing using location, but I agree with the “patience” philosophy. You will get a better result if you move this to the back of your queue. :slight_smile:

My weapons are all on a back burner as well!

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Yeah ive been thinking to make a 4 bone for each faces of my mesh and change the bone position to make the squash and stretch effect

@Sir_Bedevere I think I have stumbled across a new(?) bug in Roblox’s skinned mesh engine. Take the first video below. The skinned mesh is correctly doing the backflip in the Animation Editor, because the bone doing the flips is the parent. Everything correctly follows the parent.

However… when the game is running (both studio and published), the “flip” bone might as well not exist. See second video. The only animation running for the rat is the same flip attack. I understand why this might be happening. There are no vertices with this bone assigned to it. I simply point back to the animation editor that seems to have a better idea what is going on!

There might be a temporary workaround, to assign the root to all vertices equally, but it makes the whole animation droopy. Not having any luck yet.


Can you send me a simple-as-possible repro file in a private message? Thanks for your help.

@Sir_Bedevere Do you know If Roblox plans to improve the collision for skin meshes any time soon?
Also, I’ve been looking around to see if It was possible to connect motor6Ds and Bones in a single rig but have not found anything, Is this something doable?

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Yes, idk if you can do it with motor6 and bones sharing the same parent but you can do something like attaching a humanoid root part to a bone mesh.

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It’s something we’ve talked a lot about and want to improve if/when it’s possible. Sorry, I don’t have any more details for now, thanks for your patience.

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@Sir_Bedevere Bumping this for you too. Any new status on attaching things to Bones (or letting bones act like Attachments)?

you can completely replace bones with motor6ds and the deformation still works… if you split up the mesh and name the parts as the same names as the bones… then you can move the individual mesh parts and it will still deform, basically replaces bones entirely.

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Could you go into more detail, Isn’t that kind of a hacky solution to switch bones to motor6Ds, doesn’t the engine still things you’re using bones?

What if they update the feature and your rig breaks completely?

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